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Latest Rules & Configs Updates

22.03.2024

Added

1.10 Team and Player Sponsorships

Any reference to gambling websites or content unsafe for minors is forbidden. This includes: Player Names, Player Tags, Team Tags, Team Names, Team Profile Pictures and any other content on this platform.

24.08.2023

6v6 and Highlander Changes

Modified

1.3.3. Default mercenary

14.08.2023

Server Configs Changes (1.0.9)

  • Updated whitelists for August

Modification of general variables to the config:

  • tf_enable_glows_after_respawn from undefined (1) to 0

Modification of France TwiiKuu ‘s plugin variables to the config:

  • change sm_deterministic_fall_damage  from 0 to 1

General Rule Changes

Added

2.7 Player Experience

A players experience is determined by their last 3 active seasons in both 6v6 and Highlander. A season counts as a “active season” if the player played at least 3 matches of the same tier in that season.

Playoffs matches in any tier count towards the tier above.
Participating in a Grand Final of any tier, whether the player won or lost it, will automatically count as a tier above the tier of the Grand Final.

For players participating in the lowest tier of a season, all previous experience is taken into account.

Note: Cups (pre-season cups, one-day cups, nations cup etc.) do not count towards a players experience.
Note: Highlander and 6v6 experience are valued equally between game-modes.

3.14 Teams must wait out the SourceTV broadcast delay in all matches casted by an organisation

Teams must wait out the SourceTV broadcast delay before changing maps in all matches casted by an organisation (tv_delaymapchange_protect 1). If the server was rented, the reservation may not be ended early before the cast has finished covering the last round. The team responsible for an early map change or a reservation being ended early will be punished with a Minor Warning. Repeated violations of this rule will be punished with Major Warnings.

Modified

2.2.1. Nickname changes allowed in total

You are allowed 4 name changes in total. A single exceptional permission will be granted to revert your name to a previous version if you have not changed your name in 2 years and that you have not enacted that right before.
To change your nickname you must contact League Admins on [ETF2L’s Discord server]. and not be rostered in a team actively playing an ongoing competition.

Note: Nicknames must be at least 2 characters long and some characters are not allowed.

3.6. Hijacking teams is not allowed

Definition:
Players who have joined the team before the Provisional Tiers have been published are considered verified by the league. Any player joining after that is considered new and unverified by the league.

Provisional tier publishing time will be announced ahead of time, players added anytime after this will count as a late joiner for hijacking purposes.

Standard:
In 6v6 it is allowed to play with 2 players counting as new.
In Highlander it is allowed to play with 4 players counting as new.

Breaking the rules:
– Teams breaking the hijacking limit by 1 will receive a Minor Warning for the first offense. Further offense will be followed by a Major Warning.
– Teams breaking the hijacking limit by 2 will receive a Major Warning for the first offense. Further offense result in a default loss.
– Teams breaking the hijacking limit by 3 or more will result in a default loss.

Appeal:
In order to allow leniency for teams that are forced to change their lineups, team leaders are required to contact League Admins on Discord when facing extreme roster changes.

Each case will be dealt with individually and all factors will be taken into account.

3.7 Skill Contribution

Definition:
A team’s active line-up may only consist of a limited amount of higher skilled players that joined after the Provisional Tiers were published. A point system is used to determine this restriction. A player will be given one point for each tier of experience higher than the division of the team the player joins. Highlander and 6v6 experience will count as equivalent between gamemodes. A player’s experience will be determined in accordance with rule 2.7 Player Experience.


Standard:
In 6v6 teams have a limit of +1 point.
In Highlander teams have a limit of +2 points.

Breaking the rules:
– Teams breaking the skill limit by +1 will receive a Minor Warning for the first offense. Further offenses will result in a default loss.
– Teams breaking the skill limit by +2 or more will have their match results reviewed.
The circumstances of the rulebreak will be considered when the deterimining punishment.

Appeal:
Please contact League Admins on Discord if you need your case to be reviewed. The lengths of inactivity will be taken into consideration when making decisions.

Note: Cups (pre-season cups, one-day cups, nations’ cup etc.) do not count towards skill contribution.

6.1. Bug-Using is not allowed

[…]

Examples of banned exploits:

  • Reverse Quantum Crouch (https://github.com/ValveSoftware/Source-1-Games/issues/2195) or any similar methods that bug hitboxes, visually or non-visually
  • Bugging player model animations (e.g. entering civilian/reference poses)
  • Bypassing the server sv_cheats setting to enable any in-game cheat command like showing wireframes, removing map fog, thirdperson mode etc. (punishable with a Cheating ban if used anywhere in TF2, see 6.4. Game Modifications)
  • Damaging/Killing players during setup time
  • Abusing record;stop to see invisible Spies
  • Pyro: Any methods that extend crit or invincibility times when using the Phlogistinator.
  • Pyro: Methods that massively extend the range of any flame thrower fire particles via exploits, e.g. by tricking the game to calculate that you are currently in a high velocity movement state while actually being stuck in the air.
  • Pyro: Storing the stomp ability with the Thermal Thruster.
  • Engineer: Exploit that allows you to double hit players, buildings and sappers with your melee weapon in a single attack.
  • Sniper: Crouch Sniper Peeking / Cornersniping
  • Sniper: Any method that allows for a faster re-zoom in order to use the time gained during the reload animation to negate the headshot delay, allowing you to hit headshots as soon as the weapon is able to fire.
    As an example: cl_autorezoom 1 and jumping is allowed; however it is not allowed to take advantage of it in an impactful way via a combination with special movement (e.g. c-tapping) or the usage of map terrain (e.g. doorways or low ceilings or higher elevated areas/props) with the intent to negate the headshot delay.
  • Using weapons with bugged names to exceed their intended symbol limit and being able to hide crucial information in most HUDs.

30.06.2023

Server Configs Changes (1.0.8)

  • Updated whitelists in order to align with 6v6 Summer 2023

25.05.2023

Server Configs Changes (1.0.7)

  • Resolved an issue with the whitelists not loading properly.

25.04.2023

Highlander Rule Changes

Modified

2.2. Maps

[…]

  • KOTH (King Of The Hill)

There is no time limit. A win limit of 3 rounds (mp_winlimit 3) is set. The first team to win three rounds in the map wins.

If the final score of a KOTH map has a difference of only 1 point (3-2 or 2-3) it is classified as a “Golden Cap” result, with the winner being the team who won 3 rounds.

[…]

07.01.2023

General Rule Changes

Modified

2.2.1. Nickname changes allowed
You are allowed 4 name changes in total. A single exceptional permission will be granted to revert your name to a previous version if you have not changed your name in 2 years and that you have not enacted that right before.

To change your nickname you must contact League Admins on [ETF2L’s Discord server] and not be rostered in a team actively playing an ongoing competition.

Note: Nicknames must be at least 2 characters long and some characters are not allowed.

3.6. Switching line-ups or hijacking teams is not allowed
Definition:
Players who have joined the team before the Provisional Tiers have been published are considered verified by the league. Any player joining after that is considered new and unverified by the league.

Provisonal tier publishing time will be announced ahead of time, players added anytime after this will count as a late joiner for hijacking purposes.

Standard:
In 6v6 it is allowed to play with 2 players counting as new.
In Highlander it is allowed to play with 4 players counting as new.

Breaking the rules:
If you go past these limits your team will be punished with:

– For Div5/Low and Div6/Open
1st Offense: Minor Warning
2nd Offense: Major Warning
3rd Offense: Default Loss
4th Offense: Expulsion from the competition

– For Prem, Div1-2/High and Div3-4/Mid
1st Offense: Minor Warning
2nd Offense: Default Loss
3rd Offense: Expulsion from the competition

Appeal:
In order to allow leniency for teams that are forced to change their lineups, team leaders are required to contact League Admins on [ETF2L’s Discord server] when facing extreme roster changes.

Each case will be dealt with individually and all factors will be taken into account.

3.7. The amount of players with higher experience that can join after the Provisional Tiers are published is limited
Definition:
A team’s active line-up may only consist of a limited amount of higher skilled players that joined after the Provisional Tiers were published. A point system is used to determine this restriction. A player will be given one point for each tier of experience higher than the division of the team the player joins. Highlander and 6v6 experience will count as equivalent between gamemodes.

A player counts as experienced in a tier if during their last 3 active seasons they played 3 or more officials in that tier. (This also includes matches in higher tiers which will stack to the closest tier below if no more than three matches have been played in a single tier. Playoff matches count towards the number of matches played in the respective higher tier, with finishing 1st or 2nd automatically counting as the higher tier regardless of the amount of playoff games played (e.g. Division 2 playoffs count as Division 1).

Standard:
In 6v6 teams have a limit of 1 point.
In Highlander teams have a limit of 2 points.

Breaking the rules:
If you go past these limits your team will be punished with:

– For Div5/Low and Div6/Open
1st Offense: Minor Warning
2nd Offense: Major Warning
3rd Offense: Default Loss
4th Offense: Expulsion from the competition

– For Prem, Div1-2/High and Div3-4/Mid
1st Offense: Minor Warning
2nd Offense: Default Loss
3rd Offense: Expulsion from the competition

Appeal:
Please contact League Admin Staff on [ETF2L’s Discord server] if you need your case to be reviewed. The lengths of inactivity will be taken into consideration when making decisions.

Note: Cups (pre-season cups, one-day cups, nations’ cup etc.) do not count towards skill contribution.

Highlander Rule Changes

1.3. Mercenary clause
Definition:
“Mercs” or “ringers” are defined as players who are not part of a team’s roster. Players who are listed as “unverified” on a roster also count as mercs if they were listed as such at the time an official was set to start.

Standard:
A team can use up to a maximum of 3 mercs (including default merc) per map and simultaneously, even if the opponent would allow the use of more than 3 mercs.
A team can only use 1 default merc as per rule 1.3.3 Default Mercs.
Otherwise, no team may use a merc at any time during a match unless the player(s) is/are granted explicit written permission to play by the opposing team.
Other leagues are included in experience. You can see how we count experience compared to other leagues in the tables in 1.3.3 Default Mercs.

Process:
Merc permission grants are player-based and class-based: teams are free to choose whether a player is allowed to play for their opponents as a merc and which classes they are allowed to play. All permitted classes should be explicitly stated by the team granting permission. If no specific classes are stated, a player allowed to play as a merc can play any class of their choice.

All agreements for merc permission grants and the usage of default mercs must be logged and provided in the official match’s respective comments. Those logs must explicitly contain links to each approved merc’s ETF2L profile. Teams are advised to check if the proposed default merc is indeed eligible as per rule 1.3.3 Default Mercs.
All mercs have to be registered on ETF2L.

The team that requested the merc is responsible for making sure that this permission is granted. If a team wants to use any players who are not eligible to be a default merc, they must contact the opponent before the match starts.

Breaking the rules:
Failing to present a default merc to the opposing team will grant you a minor warning.
A team using an unapproved merc or an unregistered player will receive a minor warning and Default Loss.

1.3.3. Default Mercenary
One merc is allowed by default in all divisions:
– For Premiership, default mercs cannot be rostered in a Premiership team and/or have Premiership experience. Default mercs cannot be class-restricted. RGL Invite is considered to be equivalent to Premiership.

– For D1/High, D2/High, D3/Mid and D4/Mid default mercs cannot be rostered in a team and/or have experience in the tier that the match is being played in, or any other tier above that. Default mercs cannot be class-restricted. Experience in other leagues is also included. (e.g. A high team will only be able to present a default merc from mid.)

– For D5/Low and D6/Open specifically they cannot be more experienced than the tier the match is being played in (in accordance with General Rule 3.7), and they cannot be rostered in a team placed in any tier higher than that of the official match in question. Default mercs cannot be class-restricted. Experience in other leagues is also included.

If you wish to contest the default status of a merc, please contact a League Admin on [ETF2L’s Discord server] so they may decide whether or not the player is valid for the Default merc clause.

2.2 Maps
KOTH (King Of The Hill)
There is no time limit. A win limit of 3 rounds (mp_winlimit 3) is set. The first team to win three rounds in the map wins.

If the final score of a KOTH map has a difference of only 1 point (i.e 3-2, 2-3), it is classified as a “Golden Cap” result, with the winner being the team who won 3 rounds.

6v6 Rule Changes

1.3. Mercenary clause
Definition:
“Mercs” or “ringers” are defined as players who are not part of a team’s roster. Players who are listed as “unverified” on a roster also count as mercs if they were listed as such at the time an official was set to start.

Standard:
A team can use up to a maximum of 2 mercs (including default merc) per map and simultaneously, even if the opponent would allow the use of more than 2 mercs.
A team can only use 1 default merc as per rule 1.3.3 Default Mercs.
Otherwise, no team may use a merc at any time during a match unless the player(s) is/are granted explicit written permission to play by the opposing team.

Process:
Merc permission grants are player-based and class-based: teams are free to choose whether a player is allowed to play for their opponents as a merc and which classes they are allowed to play. Classes deemed as “off-classes” (i.e. Pyro, Heavy, Engineer, Sniper and Spy) are allowed by default. If no specific classes are stated, a player allowed to play as a merc can play any class of their choice.

All agreements for merc permission grants and the usage of default mercs must be logged and provided in the official match’s respective comments. Those logs must explicitly contain links to each approved merc’s ETF2L profile. Teams are advised to check if the proposed default merc is indeed eligible as per rule 1.3.3 Default Mercs.
All mercs have to be registered on ETF2L.

The team that requested the merc is responsible for making sure that this permission is granted. If a team wants to use any players who are not eligible to be a default merc, they must contact the opponent before the match starts.

Breaking the rules:
Failing to present a default merc to the opposing team will grant you a minor warning.
A team using an unapproved merc or an unregistered player will receive a minor warning and Default Loss.

1.3.3. Default Mercenary
One merc is allowed by default in all divisions:
– For Premiership, default mercs cannot be rostered in a Premiership team and/or have Premiership experience. Default mercs cannot be class-restricted. RGL Invite is considered to be equivalent to Premiership.

– For D1/High, D2/High, D3/Mid and D4/Mid default mercs cannot be rostered in a team and/or have experience in the tier that the match is being played in, or any other tier above that. Default mercs cannot be class-restricted. Experience in other leagues is also included. (e.g. A high team will only be able to present a default merc from mid.)

– For D5/Low and D6/Open specifically they cannot be more experienced than the tier the match is being played in (in accordance with General Rule 3.7), and they cannot be rostered in a team placed in any tier higher than that of the official match in question. Default mercs cannot be class-restricted. Experience in other leagues is also included.

If you wish to contest the default status of a merc, please contact a League Admin on [ETF2L’s Discord server] so they may decide whether or not the player is valid for the Default merc clause.

13.10.2022

General Rule Changes

Added

3.13 Match Disputes
If a team wishes to dispute a results or report any incident during an official match they have a total of seven days. Past this time the results will remain untouched.
Examples:
– Default Mercs
– Unallowed Mercs
– Use of bugs and exploits

Modified

2.2.1. Nickname changes allowed in total

Name changes on ETF2L can only be done by League Admins outside of an active Season. If you want your name changed, contact them on [ETF2L’s Discord server]. You can get your name changed a total of four times.

You will be permitted 1 additional name change to revert to a previous alias used on ETF2L if you meet the following criteria:

1 – It has been at least 2 years since your last name change.
2 – You have not enacted this exemption before.

There will be no other exceptions.

3.10. Pauses & Breaks

3.10.1. Pauses

– Reason

Teams may request a pause at any time during a match. If you need to pause, you must clearly request a pause using in-game chat (e.g.: “Pause please”). The other team is then required to pause at the first appropriate time (e.g. not in the middle of a push) within 15 seconds.

Most common reasons for requesting a pause are:
– One or several players experience a computer issue (game crash, internet loss, computer crash, vocal server died, etc).
– A game update occurred during the official forcing players to update their game and get a new server.
– One or several players don’t feel well.
– Match is not going well and a team wants a tactical pause.

Only the team that originally requested the pause may resume the game. The game may not be resumed under any circumstances without the approval of both teams.

Each team has the right to one pause per map. However, if explicitly allowed by one of the teams, their opponents may pause multiple times per map and have longer pauses if required. If your opponent allows a pause longer than five minutes, or more than one pause, you are expected to extend the same courtesy to them.

– Duration

Pauses may not last more than 5 minutes during a map.

– Penalties

Not responding to a pause request or abusing pause duration during a match may lead to penalties like a Minor Warning or, in extreme cases, a Major Warning and a Default Loss for the map.

3.10.2. Breaks

– Reason

A short break is allowed between maps and rounds and can last longer if both team agree.

– Duration

Breaks between the maps may not last more than 10 minutes.
In case of Golden Cap and/or Stopwatch maps (i.e. cp_steel/pl_upward) breaks between the rounds may not last more than 5 minutes.

– Penalties

Failing to resume the game in time or abusing the breaks duration during a match may lead to penalties like a Minor Warning or, in extreme cases, a Major Warning and a Default Loss for the map.

4.3. SourceTV demos for Premiership matches are mandatory
For every match in the Premiership tier, it is mandatory to upload SourceTV demo files for all maps played.

The responsibility to upload the files is on the team that owns the server or, if the server is owned by neither team, on the team that acquired the server.

In case of a server technical failure backed up by evidence the demo files do not have to be uploaded.

Failure to upload a demo file until 72 hours have passed after an official was scheduled to start will be punished with a Minor Warning for the responsible team. Repeated offenses will be punished with a Major Warning each. These warnings can be removed if the associated demo files are provided before the end of the competition’s regular season (i.e. before the release of playoffs fixtures).

6.1. Bug-Using is not allowed

Examples of banned exploits:
[…]
Engineer: Exploit that allows you to double hit players, buildings and sappers with your melee weapon in a single attack.
Sniper: Any method that allows for a faster re-zoom in order to use the time gained by the reload animation skip to negate the headshot delay, allowing you to hit headshots as soon as the weapon is able to fire.
To clarify: cl_autorezoom 1 and (crouch)jumping on flat surfaces is allowed; however it is not allowed to take further advantage of it in an impactful way via the usage of map terrain (e.g. doorways or low ceilings or higher elevated areas/props) with the intent to negate the headshot delay.

17.09.2022

General Rule Changes

Modified

3.11. Picks & Bans Matches

Teams have to announce on the match pages the results of the pick/bans (meaning the maps that will be played) at least 48 hours before the official date of the match. If one team reaches out for the pick/ban process and the other team does not respond within the 48 hour pick/ban deadline, the team that reaches out will get the first ban from the other team.

If one of the two teams keeps being uncooperative up until 4 hours before the match is scheduled, the other team will get to choose all the maps for the relevant official.

If there are any issues, contact a League Admin on [ETF2L’s Discord server] as soon as possible. Before the official, match comments must be used to display any official agreements.

28.07.2022

Server Configs Changes (1.0.6)

Modification of France TwiiKuu ‘s plugin variables to the config:

  • change sm_fix_reflect_self_damage from 0 to 1
  • move tf2-comp-fixes vars to etf2l.cfg
  • add version number to the say command in etf2l.cfg
  • add tf_fall_damage_disablespread 1 
  • change sm_deterministic_fall_damage from 1 to 0
  • change sm_override_pipe_size from 4.0 to 0

22.06.2022

Server Configs Changes (1.0.5)

Modification of general variables to  the config:

  • Added tv_maxrate 0 in etf2l_custom.cfg

29.05.2022

General, 6v6 and HL Rule Changes

Added

3.9.1 No Live Coaching allowed
During an ongoing official teams may not receive specific match directions or guidance by third parties who are not directly involved in the match themselves (e.g. with the help of screensharing, voice communication channels, by watching a player’s POV in person etc.). These kind of interactions must be limited to periods before and after a match, during pauses or in-between rounds.

3.9.2 Streaming official matches
Players are free to stream their matches on any streaming service. While we do not condone stream sniping, we will not punish any offenders as it is a risk players willingly take by streaming their matches. Teams are expected to understand this risk. We suggest adding a stream delay of at least two minutes and taking further measures to reduce the possibility of getting stream sniped (e.g. muting the stream during pauses).

5.5. Teams must be able to provide STV demos when requested
Teams must record STV demos for every official. Admins may request STV demo files at any time up until three weeks after the official match was played; admins may request as many files as they require. Only admins can request STV demos.

The responsibility to upload the files is on the team that owns the server or, if the server is owned by neither team, on the team that acquired the server. In case of a technical failure the demo file does not have to be uploaded, provided that evidence for the technical failure exists.
Please be aware that server hosters only keep demo and log files for a limited amount of time. We recommend that you enable automatic uploads to demos.tf or archive all of your team’s official demos until three weeks after the official was played.

Failure to upload a demo file until 72 hours have passed after the request will be punished with a Minor Warning for the responsible team. Repeated offenses will be punished with a Major Warning each. These warnings can be removed if the associated demo files are provided.

Modified

For 6v6 the following changes have been made to the merc rules:

1.3. Mercenary (“merc”) clause: up to two mercs allowed if the opponent agrees
“Mercs” or “ringers” are defined as players who are not part of a team’s roster. Players who are listed as “unverified” on a roster also count as mercs if they were listed as such at the time an official was set to start.

Teams may only use one default merc as per rule 1.3.3 Default Mercs. Otherwise, no team may use a merc at any time during a match unless the player(s) is/are granted explicit written permission to play by the opposing team. The team that requested the merc is responsible for making sure that this permission is granted. If a team wants to use any players who are not eligible to be a default merc, they must contact the opponent before the match starts.

Merc permission grants are player-based and class-based: teams are free to choose whether a player is allowed to play for their opponents as a merc and which classes they are allowed to play. Classes deemed as “off-classes” (i.e. Pyro, Heavy, Engineer, Sniper and Spy) are allowed by default. If no specific classes are stated, a player allowed to play as a merc can play any class of their choice.

All agreements for merc permission grants and the usage of default mercs must be logged and provided in the official match’s respective comments. Those logs must explicitly contain links to each approved merc’s ETF2L profile. Teams are advised to check if the proposed default merc is indeed eligible as per rule 1.3.3 Default Mercs. All mercs have to be registered on ETF2L. A team using an unapproved merc or an unregistered player will receive a Default Loss.

A team can use up to a maximum of two mercs (including any default merc), even if the opponent would allow the use of more than two mercs. Breaking the merc limit will result in a Default Loss for the offending team.

Additionally, any violations of the merc clause will result in the offending team being issued a Minor Warning.

1.3.2. A team can use up to a maximum of one merc in Grand Final matches
A team can use up to a maximum of one merc in a Grand Finals official match of any tier, even if the opponent would allow the use of more than one merc. Breaking this rule will result in a Default Loss for the offending team.

1.3.3. Default Mercs
One merc is allowed by default in all divisions:
– For Premiership, default mercs cannot be rostered in a Premiership team and/or have Premiership experience. Default mercs cannot be class-restricted. RGL Invite is considered to be equivalent to Premiership.

– For D1/High, D2/High, D3/Mid and D4/Mid default mercs cannot be rostered in a team and/or have experience in the tier that the match is being played in, or any other tier above that. Default mercs cannot be class-restricted. Experience in other leagues is also included (e.g. a high team will only be able to present a default merc from mid).

– For D5/Low and D6/Open specifically they cannot be more experienced than the tier the match is being played in (in accordance with General Rule 3.7), and they cannot be rostered in a team placed in any tier higher than that of the official match in question. Default mercs cannot be class-restricted. Experience in other leagues is also included.

If you wish to contest the default status of a merc, please contact a League Admin on ETF2L’s Discord server so they may decide whether or not the player is valid for the Default merc clause.

For HL the following changes have been made to the merc rules:

1.3. Mercenary (“merc”) clause: up to three mercs allowed if the opponent agrees
“Mercs” or “ringers” are defined as players who are not part of a team’s roster. Players who are listed as “unverified” on a roster also count as mercs if they were listed as such at the time an official was set to start.

Teams may only use one default merc as per rule 1.3.3 Default Mercs. Otherwise, no team may use a merc at any time during a match unless the player(s) is/are granted explicit written permission to play by the opposing team. The team that requested the merc is responsible for making sure that this permission is granted. If a team wants to use any players who are not eligible to be a default merc, they must contact the opponent before the match starts.

Merc permission grants are player-based and class-based: teams are free to choose whether a player is allowed to play for their opponents as a merc and which classes they are allowed to play. All permitted classes should be explicitly stated by the team granting permission. If no specific classes are stated, a player allowed to play as a merc can play any class of their choice. Default mercs cannot be class-restricted.

All agreements for merc permission grants and the usage of default mercs must be logged and provided in the official match’s respective comments. Those logs must explicitly contain links to each approved merc’s ETF2L profile. Teams are advised to check if the proposed default merc is indeed eligible as per rule 1.3.3 Default Mercs. All mercs have to be registered on ETF2L. A team using an unapproved merc or an unregistered player will receive a Default Loss.

A team can use up to a maximum of three mercs (including any default merc), even if the opponent would allow the use of more than three mercs. Breaking the merc limit will result in a Default Loss for the offending team.

Any violations of the merc clause will result in the offending team being issued a Minor Warning.

1.3.2. A team can use up to a maximum of two mercs in Grand Final matches
A team can use up to a maximum of two mercs in a Grand Finals official match of any tier, even if the opponent would allow the use of more than two mercs. Breaking this rule will result in a Default Loss for the offending team.

1.3.3. Default Mercs
One merc is allowed by default in all divisions:
– For Premiership, default mercs cannot be rostered in a Premiership team and/or have Premiership experience. Default mercs cannot be class-restricted. RGL Invite is considered to be equivalent to Premiership.

– For D1/High, D2/High, D3/Mid and D4/Mid default mercs cannot be rostered in a team and/or have experience in the tier that the match is being played in, or any other tier above that. Default mercs cannot be class-restricted. Experience in other leagues is also included (e.g. a high team will only be able to present a default merc from mid).

– For D5/Low and D6/Open specifically they cannot be more experienced than the tier the match is being played in (in accordance with General Rule 3.7), and they cannot be rostered in a team placed in any tier higher than that of the official match in question. Default mercs cannot be class-restricted. Experience in other leagues is also included.

Other leagues are included in experience. UGC HL Platinum is considered to be High (Div 1/2) and as such players with Platinum experience are not allowed to default merc in any division below Premiership, Gold and Silver are considered to be Mid (Div 3/4). This applies to all regions of UGC. We do not count UGC 6v6 or 4v4 experience. As there is no way to check UGC player history the three game threshold does not apply for UGC experience. Instead, for example, if a player was rostered on a UGC Platinum team in the last three seasons they will be counted as a player with High (Div 1/2) experience in ETF2L.

If you wish to contest the default status of a merc, please contact a League Admin on ETF2L’s Discord server so they may decide whether or not the player is valid for the Default merc clause.

There were a couple small mistakes in the previous version of the Default Merc example tables, you can see the correct versions here:

Division 1
Division 2
Division 3
Division 4
Division 5
Division 6

2.1.1. Penalties for not providing requested demos” now includes a mention of player infractions expiring after four years. The rule “2.1.2. Lower demo infraction limit for players with an appealed permanent cheating ban” has been changed to include every player with a cheating or a TF2 VAC ban within the past four years. Players who fall into these categories will now receive a warning the first time they miss a demo upload, a six month ban the second time and a one year ban the third time and onwards, depending on how many demo infractions they have already collected within the past four years. Players will not be punished retroactively for active infractions.

2.1.1. Penalties for not providing requested demos
Failure to provide a requested demo file before its due time (i.e. 72 hours after being requested) will result in a penalty for the player and a Warning being issued to their team. Multiple instances of requested demo files not being applied come with greater punishments for both the player and the team.

Warnings applied to teams that fail to provide requested demo files can be removed once those files are uploaded. Player demo infractions expire after four years and will not count towards future penalties.

Player penalties:

1st time – no penalty

2nd time – player is banned for two weeks from all ETF2L competitions

3rd time- player is banned for two months from all ETF2L competitions

4th time and onwards – player is banned for one year from all ETF2L competitions

Team penalties:

1st time – Minor Warning

2nd time and onwards – Major Warning

If a player was rostered in a team before being banned and is unable to rejoin after its expiration due to a roster lock being active, contact a League Admin on [ETF2L’s Discord server] to have the player reassigned to the roster.

2.1.2 Lower demo infraction limit for players with previous cheating or TF2 VAC league bans that are less than four years old

Players who have received an ETF2L cheating ban or a TF2 VAC league ban within the past four years have a lower demo infraction limit. As long as they have no prior demo infractions on their record in the past four years the following applies:

Player penalties:

1st time – no penalty

2nd time – player is banned for six months from all ETF2L competitions

3rd time and onwards – player is banned for one year from all ETF2L competitions

Any players with two or more active infractions who were previously banned for the reasons stated above will not be punished retroactively.

3.6. Switching line-ups or hijacking teams is not allowed” had a small correction:

3.6. Switching line-ups or hijacking teams is not allowed
Any player that joins a team’s roster after the competition’s Provisional Tiers have been published is classified as “new”. Teams may only play official matches with a number of “new” players less than half of the lineup respective to the competition. For 6v6 and Highlander respectively, the limits are of 2 players and 4 players (rounded down from 4.5).

If a team goes past the limit of “new” players used in an official match, the team will receive a Warning and may suffer a Default Loss. A team can receive multiple punishments during a competition if they continue to use a roster of “new” players, even if that roster remains the same. Rostering an excessive amount of “new” players is not penalized, so long as the number of such players used in a match does not exceed the competition’s limit.

3.9. Only authorized spectators allowed” has been split into 3.9., 3.9.1. and 3.9.2. (see above under new rule additions). Player POV streams without any delays are allowed again, but players and teams are expected to understand the risks associated with zero delay streams. Live coaches and third parties who relay match information to a team via ghosting through in-game spectate, lowering the STV delay etc. are not allowed.

3.9. Only authorized spectators allowed
Only spectators authorized by ETF2L, or for the use of SourceTV, are allowed. Any third party who is caught relaying match information to a team via in-game spectate or similar means (ghosting), and/or teams who intentionally acquire information in this manner are subject to punishments including warnings, match or round overturns and/or league bans depending on the severity of the offense.

6.1. Bug-Using is not allowed” now includes an explanation about evaluating intent and impact of these kind of rule breaks. Map bugs are now put under “6.1.1. Abusing Map Bugs is not allowed“. Some examples of banned exploits have been rephrased. More examples have been added to the list for further clarification and community awareness:

Bypassing server sv_cheats settings to enable any cheat commands like showing wireframes, removing map fog, thirdperson mode etc.  (punishable with a cheating ban if used anywhere in TF2)

  • For example via game file/HUD modifications, but this will still be listed under 6.1. in case of other methods.

Abusing record;stop to see invisible Spies

Pyro: Extending crit or invincibility times when using the Phlogistinator; massively extending flame thrower range via exploits

6.1. Bug-Using is not allowed
Any kind of “Bug-Using” is not allowed. Players abusing unintended exploits that give an unfair advantage will be penalised on a case-by-case basis depending on the intent and impact on the matches. Possible penalties may include team warnings, forfeiting of one or more match rounds and / or league bans for the offending player.

Intent and impact:
When it comes to judging the intent and impact of a rule break, the way ETF2L generally looks at these cases is based on what the player wanted to achieve with or what they gained from it, even without intent due to an act of negligence, as well as how often and where the rule break occurred.
Some cases are easier to evaluate than others when it comes to the direct impact on the game.

Examples:
Someone using a panic script in the spawn room once in an official versus someone doing it to taunt the enemy team after each round win versus someone using it multiple times in front of opposing players in a fight, making themselves harder to hit.
– A
Sniper using a transparent scope the entire match versus a Medic off-classing as a Sniper, using it only in pre-game.

Some exploits, modifications or scripts may give a constant advantage throughout the entire match, making their impact more indirect, thus using those will more likely lead to an immediate punishment rather than just a team/player warning. Furthermore, someone who is repeatedly installing and uninstalling a modification/script is not likely able to claim they were not aware of it. Ignorance of our rules is not an excuse either.
With regard to an unusual bug, script or modification we advise players to use common sense and ask the ETF2L staff before using it in any TF2 match.

Examples of banned exploits:

Reverse Quantum Crouch (https://github.com/ValveSoftware/Source-1-Games/issues/2195) or any similar methods that bug hitboxes, visually or non-visually

Bugging player model animations (e.g. entering civilian/reference poses)

Bypassing the server sv_cheats setting to enable any in-game cheat command like showing wireframes, removing map fog, thirdperson mode etc. (punishable with a Cheating ban if used anywhere in TF2, see 6.4. Game Modifications)

Damaging/Killing players during setup time

Abusing record;stop to see invisible Spies

Pyro: Any methods that extend crit or invincibility times when using the Phlogistinator.

Pyro: Methods that massively extend the range of any flame thrower fire particles via exploits, e.g. by tricking the game to calculate that you are currently in a high velocity movement state while actually being stuck in the air.

Pyro: Storing the stomp ability with the Thermal Thruster.

Sniper: Crouch Sniper Peeking / Cornersniping

Sniper: Any method that allows for a faster re-zoom in order to use the time gained during the reload animation to negate the headshot delay, allowing you to hit headshots as soon as the weapon is able to fire.
As an example: cl_autorezoom 1 and jumping is allowed; however it is not allowed to take advantage of it in an impactful way via a combination with special movement (e.g. c-tapping) or the usage of map terrain (e.g. doorways or low ceilings or higher elevated areas/props) with the intent to negate the headshot delay.

6.1.1 Abusing Map Bugs is not allowed
A spot on the map is commonly banned if:

– It gives players the possibility to see things they shouldn’t be able to (e.g. looking through walls).
– It gives players a way to shoot others without other players being able to shoot them.
– It doesn’t work on both sides of the map.

Wallbugs are not considered an exploit unless they meet any of the criteria above.

Most commonly seen banned map spots include:

– Upward: Building a teleporter in the dropdown spot on the 3rd point, using the resupply cabinet through the wall at RED’s forward spawn.
– Gullywash: Shooting through the shutter on last and taunting through the ceiling of elbow.
– Product: Bugged skybox spot.
– Steel: Using flamethrowers to damage players on A through the steel sliding doors.

If you are unsure about the legality of any sneaky spot on a map, please contact an admin on [ETF2L’s Discord server] to clarify the situation and prevent complaints from your opponent.

6.2. Cheats are not allowed” has received a mention of game exploits, illegal modifications, scripts that will lead to cheating bans if used anywhere in Team Fortress 2 for further clarification and community awareness.

6.2. Cheats are not allowed
Any kind of cheats are not permitted. Players who are found guilty of using cheats or game exploits or illegal scripts or modifications categorised as cheats (see “6.1. Bug-Using is not allowed”, “6.3. Scripts” and “6.4. Game Modifications” for some examples) anywhere in TF2 will be banned from all ETF2L competitions according to the following:

First Time: 2 Years

Second Time: Permanent Ban

There is no appeal process for cheating bans. ETF2L league bans for Team Fortress 2 VACs count as a cheating ban. Players who attempt to evade their cheating or VAC ban on ETF2L will receive a permanent ban. This ban may be appealed if the conditions of [6.2.1 Permanent Cheating Ban Appeals] are met.

Example situation:
A player is caught cheating by the Anti-Cheat staff and is banned from ETF2L for 2 years. After the unban the player receives a TF2 VAC. The player will then be permanently banned from all ETF2L competitions.

6.3. Scripts” sees the addition of any kind of sound scripts that may improve the player’s sense of hearing as a banned example (also see “6.4. Game Modifications“) and the addition of the Medic radar script, loadout changing/quick respawn scripts as well as viewmodel and crosshair switch scripts as allowed scripts. If you use a special script that is not listed, please ask the ETF2L staff before using it in any officials.

6.3. Scripts
Scripts that allow a player to perform an action in-game that they would not be able to execute without the script, or scripts that purposefully disrupt the player’s hitbox are banned. Scripts that freeze or glitch the player model (e.g. in mid-air to be less predictable) to make it harder to hit are also banned.

Usage of banned scripts will be penalized on a case-by-case basis, depending on the intent of the script and the impact on the match. Possible penalties may include team warnings, forfeiting of one or more match rounds or default losses, and / or league bans for the offending player.

Examples of banned scripts:

Charge-turn script (this includes the use of other peripherals to achieve sharper turn angles)

Panic spinning script

Freeze-glitching via spamming hud_reloadscheme

Scripts that enhance a player’s sense of hearing (also see 6.4 under sound file manipulations)

Examples of allowed scripts:

Duck-jump script

Null-cancelling movement script

Rocket/Detonator jump script

Übercharge mask script

Team say scripts

Medic radar script

Loadout changing scripts and quick respawn scripts

Viewmodel and crosshair switch scripts

If you are unsure about the legality of a particular script, please contact an admin on [ETF2L’s Discord server] to clarify the situation before using said script in an official match.

6.4. Game Modifications” now states that certain game modifications may lead to warnings and / or punishments on ETF2L if used in competitive-like TF2 settings depending on context and impact as well as player intent. Some examples that fall under “competitive-like TF2 settings” are ETF2L officials, scrims, PUGs (e.g. Discord PUG groups, TF2Center, TF2Pickup), officials of other leagues and so on. Examples that do not fall in this category are MVM, Casual servers, MGE/DM servers, community servers running pub maps like Uncletopia/skial/etc.
For more information on evaluating impact and intent please read the updated “6.1. Bug-Using is not allowed“. The “modifications marked in bold” which will lead to cheating bans were additionally italicised in this news post. The new listed examples of banned modifications are:

wallhack-like surface texture modifications

software sound enhancements that affect gameplay situations

oversized healing particles

making map props transparent intentionally

Tansparent viewmodels in combination with r_drawviewmodel 1 (to avoid transparent map props) have been added to the list of allowed modifications.

6.4. Game Modifications
Modifications that give the player a massive gameplay advantage are strictly forbidden.
Players who are caught using banned modifications in ETF2L officials, scrims, PUGs, officials of other leagues and any other matches in a competitive-like setting will be penalised on a case-by-case basis depending on intent and impact of the modification. Possible penalties may include team and player warnings, forfeiting of one or more match rounds or default losses and / or league bans for the offending player, with some modifications leading to cheating bans even if used outside of TF2 competitive-like settings (see below).

Examples of banned modifications:

Box/Square shadows

Surface texture modifications that function like a wallhack

Software sound enhancements or audio/sound file modifications or edits using surface properties that make gameplay situations far easier to detect (e.g. increasing the volume for Spy cloaks; Medic’s Ubercharge sound)*

Transparent Sniper scope

Removing map props (e.g. the rocks on Product), or making them transparent intentionally

Making footstep sounds more audible at all times („metal footsteps“)

Oversized healing particles
*Switching sound files for rocket or grenade launchers or other weapons (e.g. using the stock Rocket Launcher’s sound with the Original or vice versa) is allowed as long as the modification has no impact on detecting other players or gameplay situations. We strongly recommend asking staff before replacing any sound files with custom sounds.

Modifications marked in bold will be punished with cheating bans if used anywhere in TF2 (see 6.2.). We advise all players to remove any of the modifications above from their game files in order to prevent reports and misunderstandings, even if the intent is to only use them outside of competitive TF2.

Examples of allowed modifications:

Custom HUDs

Custom hitsounds

Custom viewmodels and crosshairs

Removal of ambient soundscapes

Flat textures

“No-Hats” mods

Transparent Viewmodels (only in combination with r_drawviewmodel 1 to avoid transparent map props)

Changing the colour of overheal particles (without increasing their size, modifying the randomness of size patterns, changing particle positioning etc.).

If you are unsure about the legality of a particular modification, please contact an admin on [ETF2L’s Discord server] to clarify the situation before using it in an official match.

Please note that using the exploits, scripts, modifications etc. marked as being punishable with a cheating ban were already considered as cheating before this rule update.

28.05.2022

Server Configs Changes (1.0.4)

  • Applied 6v6 Season 42 preseason changes into the main 6v6 5CP config.

11.05.2022

Server Configs Changes (1.0.3)

Modification of France TwiiKuu ‘s plugin variable to the config:

  • change sm_rest_in_peace_rick_may to 255

Modification of general variables to  the config:

  • add round_time_override 300. mp_timelimit_improved 0, mp_timelimit_improved_visibility 0 and sm_improvedtimers_chat 1 and change mp_winlimit to 5 in a etf2l_6v6_5cp_s42pre config for a test in ETF2L 6v6 5CP games,
  • add round_time_override -1. mp_timelimit_improved 0, mp_timelimit_improved_visibility 0 and sm_improvedtimers_chat 1 to all other gamemodes and types of maps,

set a proper comment character in the configs.

11.01.2022

Server Configs Changes (1.0.2)

Modification of France TwiiKuu ‘s plugin variable to the config:

  • changed sm_grounded_rj_resistance from 1 to 0

11.01.2022

Server Configs Changes (1.0.1)

Configs from this point onwards are available on a public Git repository on GitHub.

Addition of missing France TwiiKuu ‘s plugin variables to the config:

  • added sm_fix_reflect_self_damage 0
  • added sm_projectiles_collide_with_cylinders 0
  • added sm_grounded_rj_resistance 1

General Rules changes

Modified

6.1. Bug-Using is not allowed

Any kind of “Bug-Using” is not allowed. Players abusing exploits and/or map bugs/glitches will be penalized on a case-by-case basis depending on the intent and impact on the matches. Possible penalties may include warnings, forfeiting of one or more match rounds and league bans.

A spot on the map is commonly banned if:

It gives players the possibility to see things they shouldn’t be able to (e.g. looking through walls).

It gives players a way to shoot others without other players being able to shoot them.

It doesn’t work on both sides of the map.

Wallbugs are not considered an exploit unless they meet any of the criteria above.

Examples of banned exploits:

Quantum Crouch/Schrodinger’s Crouch

Jetpack Exploit

Demoman explosive crouch jump bug against sentry fire

Bugging player model animations

Damaging/Killing players during setup time

Cornersniping

Quick scope right after jumping with cl_autorezoom 1 setting in order to shorten the scoping time

Most commonly seen banned map spots include:

Upward: Teleporter in dropdown spot on 3rd point, resupply cabinet through the wall at RED forward spawn

Gullywash: Last point shutter shoot through

Gullywash: Taunting through the ceiling of elbow

Product: Skybox bugged spot

Steel: Using flamethrower through steel sliding doors on A

If you are unsure about the legality of any sneaky spot on a map, please contact an admin on [ETF2L’s Discord server] to clarify the situation and prevent complaints from your opponent.

07.01.2022

Server Configs Changes (1.0.0)

Addition of missing France TwiiKuu ‘s plugin variables to the config:

  • changed sm_override_pipe_size from 0 to 4.0
  • added sm_inhibit_extendfreeze 0
  • added sm_fix_post_pause_state 1
  • added sm_empty_active_ubercharges_when_dropped 1
  • added sm_solid_buildings 0

25.12.2021

General Rules changes

Modified

6.5. VAC Bans:

As of March 15, 2012, any player with a VAC ban on the Source engine will be banned for two years. This rule also applies to any alternate accounts. Players with VAC bans that do not apply to Team Fortress 2 will not be affected.
Multiple VACs on the same Steam account will result in a two year ban or a ban extension until two years after the most recent VAC ban, unless ETF2L receives proof which VAC affects (or does not affect) Team Fortress 2.
Please contact the Anti-Cheat team on ETF2L’s Discord server to clarify the situation as soon as possible if you want to avoid a potential league ban.

Modified

6.5.1 Multiple Team Fortress 2 VAC Bans:

Any player that receives another Team Fortress 2 VAC ban while already having been ETF2L league banned for a Team Fortress 2 VAC before will receive a permanent ban.

Modified

6.2. Cheats are not allowed:

Any kind of cheats are not permitted. Players who are found guilty of using cheats will be banned from all ETF2L competitions according to the following:

First Time: 2 Years
Second Time: Permanent Ban

There is no appeal process for cheating bans. ETF2L league bans for Team Fortress 2 VACs count as a cheating ban. Players who attempt to evade their cheating or VAC ban on ETF2L will receive a permanent ban. This ban may be appealed if the conditions of [6.2.1 Permanent Cheating Ban Appeals] are met.

Example situation:
A player is caught cheating by the Anti-Cheat Staff and is banned from ETF2L for 2 years. After the unban the player receives a TF2 VAC. The player will then be permanently banned from all ETF2L competitions.

06.12.2021

Server Configs Changes (0.9.9)

All custom settings are noe placed into etf2l_custom config properly.

Addition of missing France TwiiKuu ‘s plugin to the config. Now, the plugin uses these variables (they match the “etf2l” preset which is applicable by using a command sm_cf etf2l). All new changes are in bold.

  • sm_deterministic_fall_damage 1
  • sm_fix_ghost_crossbow_bolts 1
  • sm_fix_slope_bug 1
  • sm_fix_sticky_delay 1
  • sm_gunboats_always_apply 1
  • sm_override_pipe_size 0
  • sm_projectiles_ignore_teammates 1
  • sm_remove_halloween_souls 1
  • sm_remove_medic_attach_speed 0
  • sm_remove_pipe_spin 0
  • sm_rest_in_peace_rick_may 0
  • sm_winger_jump_bonus_when_fully_deployed 1
  • sm_concede_command 0

21.10.2021

6v6 and 9v9 Rules Change

Added

1.3.3 Default Mercs:

One merc is allowed by default in all divisions:
– For Premiership, D1/High, D2/High, D3/Mid and D4/Mid default mercs cannot be rostered in a team and/or have experience in the tier that the match is being played in, or any other tier above that. Default mercs cannot be class-restricted. Experience in other leagues is also included. (e.g. A high team will only be able to present a default merc from mid.)

– For D5/Low and D6/Open specifically they cannot be more experienced than the tier the match is being played in (in accordance with [General Rule 3.7]), and they cannot be rostered in a team placed in any tier higher than that of the official match in question. Default mercs cannot be class-restricted. Experience in other leagues is also included.

If you wish to contest the default status of a merc, please contact a League Admin on [ETF2L’s Discord server] so they may decide whether or not the player is valid for the Default merc clause.

Modified

1.3. Mercenary (“merc”) clause:

“Mercs” or “ringers” are defined as players who are not part of a team’s roster. Players who are listed as “unverified” on a roster also count as mercs if they were listed as such at the time an official was set to start.
Teams may not use a merc at any time during a match unless the player(s) is/are granted explicit written permission to play by the team’s opponents, the team that requested the merc is responsible for making sure that this permission is granted, exceptions to this rule fall under rule 1.3.3 Default Mercs. If a team wants to use a merc, they must contact the opponent before the match starts.

General Rules Change

Modified

2.1. Every player has to record demos:

Demo files can be requested by an admin or any player of the opposing team.
Admins may request demo files at any time until the end of the competition an official match was played in; a competition is considered ongoing until its wrap-up post is published. Admins may request as many files as they require.

After a match was played a team may request demo files from the opposing team up until 48 hours have passed since the official match schedule start time. They can request demos from up to two opposing players, who will then have to provide their demos for all played maps and rounds. A team is only allowed to make four demo requests in a single competition.
Players have to record the entirety of their official matches. Missing segments of any kind (e.g. rounds, halves) can count as a missing recording and may result in a team warning and an infraction for the player. As a rule of thumb, we advise you to check whether you have a demo file recording whenever you join a server, especially after a connection loss or a map switch. Players whose demo files have been requested have 72 hours to upload, starting from the time the request was made. The demos have to be provided by the requested players themselves, teammates cannot upload demos for them. All requested demos up to 100 MB have to be uploaded to ETF2L; links to third party hosts will be ignored. In case there are any issues with uploading demos to our site players should contact us via an admin request.

3.9. Only authorized spectators allowed:

Only spectators authorized by ETF2L, or for the use of SourceTV, are allowed. Video/audio streaming the first person view of a player during an official match is allowed only if the stream is delayed for at least 90 seconds.

3.10. Teams may request a pause if problems occur:

Teams may request a pause at any time during a match. If you need to pause, you must clearly request a pause using in-game chat (e.g.: “Pause please”). The other team is then required to pause at the first appropriate time (e.g. not in the middle of a push) within 15 seconds. Not responding to a pause request will lead to penalties like a Minor Warning or, in extreme cases, a Major Warning and a Default Loss for the map.

Most common reasons for requesting a pause are:
– One or several players experience a computer issue (game crash, internet loss, computer crash, vocal server died, etc).
– A game update occurred during the official forcing players to update their game and get a new server.
– One or several players don’t feel well.
– Match is not going well and a team wants a tactical pause.

Only the team that originally requested the pause may also request for the game to be resumed. The game may not be resumed under any circumstances without both teams having been given proper warning by the pause requesters.

Each team has the right to one pause per map, and a pause may last no longer than five minutes. However, if explicitly allowed by one of the teams, their opponents may pause multiple times per map and have longer pauses if required.

If your opponent allows a pause longer than five minutes, or more than one pause, you are expected to extend the same courtesy to them.

6.1. Bug-Using is not allowed

A spot on the map is commonly banned if:

– It gives players the possibility to see things they shouldn’t be able to (e.g. looking through walls).
– It gives players a way to shoot others without other players being able to shoot them.
– It doesn’t work on both sides of the map.
Wallbugs are not considered an exploit unless they meet any of the criteria above.

26.04.2021

General Rules Changes

Added

2.6. Flag/Nationality change

2.6.1. Flag change allowed in total

Flag change on ETF2L can only be done by League Admins. If you want your Flag changed, contact them on [ETF2L’s Discord server]. You can get your Flag changed a total of two times. This includes European and United Kingdom Flag. There are no exceptions.

2.6.2. Nations Cup

Joining a National Team (and not necessarily playing) whether it’s 6v6 or Highlander will be considered their finale choice of Nation. The player will have to play for this Nation and no other.

2.6.3. Punishment

A player caught trying to get a false Flag/Nationality change won’t be able to change it ever again, will receive 1 month league ban and a permanent ban from Nations Cups.

Modified

3.6. Switching line-ups or hijacking teams is not allowed

Any player that joins a team’s roster after the competition’s Provisional Tiers have been published is classified as “new”. Teams may only play official matches with a number of “new” players less than half of the lineup respective to the competition. For 6v6 and Highlander respectively, the limits are of 2 players and 4 players.

3.7. The amount of players with higher experience who can join after the Provisional Tiers are published is limited

A player counts as “experienced” in a tier if during their last three active seasons they played 3 or more officials in that tier. This also includes matches in higher tiers which will stack to the closest tier below if no more than three matches have been played in a single tier. Playoff matches count towards the number of matches played in the respective higher tier, with finishing 1st or 2nd automatically counting as the higher tier regardless of the amount of playoff games played (e.g. Division 2 playoffs count as Division 1).

Please contact League Admin Staff on Discord if you need your case to be reviewed. The lengths of inactivity will be taken into consideration when making decisions.

02.04.2021

General Rules Changes

Modified

6.2. Cheats are not allowed
Any kind of cheats are not permitted. Players who are found guilty of using cheats will be banned from all ETF2L competitions according to the following:

  • First Time: 2 Years
  • Second Time: Permanent Ban

There is no appeal process for cheating bans. ETF2L league bans for Team Fortress 2 VACs count as a cheating ban.

6.5. VAC Bans
As of March 15, 2012, any player with a VAC ban on the Source engine will be banned for 2 years. Players with VAC bans that do not apply to Team Fortress 2 will not be affected.

Added

6.5.1. Multiple Team Fortress 2 VAC Bans
Any player that has received a Team Fortress 2 VAC ban while already having been ETF2L league banned for a VAC before will receive a permanent ban.

6.2.1. Permanent Cheating Ban Appeals
Players who have been permanently banned from ETF2L for cheating may appeal their ban if certain conditions are met:

  • Their permanent ban was applied at least 2 years ago.
  • There have been no attempts to evade their ban. This for example includes creating alternate accounts on ETF2L or sharing accounts with other players.
  • They have not cheated again or received a TF2 VAC during their ban time.
  • There have not been any substantial behaviour reports made against the player after their ban.
  • The ban did not happen after a previous appeal was already successful.

In order to file an appeal, please contact our admin staff on Discord. Decisions will be made at admin discretion.

6.5.1. Multiple Team Fortress 2 VAC Bans
Any player that has received a Team Fortress 2 VAC ban while already having been ETF2L league banned for a VAC before will receive a permanent ban.

2.1.2. Lower demo infraction limit for players with an appealed permanent cheating ban
Players who have received a permanent cheating ban that was lifted by a successful appeal have a lower demo infraction limit. As long as they have no prior demo infractions on their record the following applies:Player penalties:

  • 1st time – no penalty
  • 2nd time and onwards – player is banned for one year from all ETF2L competitions

14.02.2021

General Rules Changes

Modified

1.3. Mercenary (“merc”) clause: up to three mercs allowed if the opponent agrees, one allowed by default in Division 3, Division 4, Division 5 and Division 6

03.02.2021

Server Configs Changes

Changed sm_remove_medic_attach_speed to 0 in Highlander and 6v6 config.

19.12.2020

General Rules Changes

Added

1.1.2. Any Form of Harassment/Racism/Toxicity/Etc is Punishable:

ETF2L does not support any form of harassment of its players. People harassing others based on ethnicity, culture, religion or similar will get punished for their actions. We understand that things can get heated within a competitive game and will handle cases with this in mind. We do ask people to keep it civil.

19.10.2020

General Rules Changes

Modified

2.1. Every player has to record demos

Demo files can be requested by an admin or any player of the opposing team.

Admins may request demo files at any time until the end of the competition an official match was played in; a competition is considered ongoing until its wrap-up post is published. Admins may request as many files as they require.

The opposing team can request demo files at any time until 48 hours have passed after an official match was scheduled to start. They can request demos from up to two opposing players, who will then have to provide their demos for all played maps. A team is only allowed to make four demo requests in a single competition.

Players have to record the entirety of their official matches. Missing segments of any kind (e.g. rounds, halves) can count as a missing recording and may result in a team Warning and an infraction for the player. As a rule of thumb, we advise you to check whether you have a demo file recording whenever you join a server, especially after a connection loss or a map switch. A player whose demo files have been requested has 72 hours to upload them, starting from the time the request was made. All requested demos up to 100 MB have to be uploaded to ETF2L; links to third party hosts will be ignored.

18.07.2020

General Rules Changes

Modified

2.2.3. Offensive messages, nicknames and avatars are not welcome:

We do not tolerate offensive team names/nicknames, avatars and messages regardless of where they are posted – this includes (but is not limited to) the forum, match comments, and in-game during official matches. Any form of offensive behavior, including offensive bind spamming in the in-game chat, is not allowed. Admins reserve the right to contact the players involved to have their name changed and will change offensive names on their own if the players are uncooperative. All cases are reviewed individually. Penalties may vary based on the severity of each offense, with any decisions being made at the discretion of the admin team. All circumstances will be taken into account.

24.05.2020

Server Configs Changes

Removal of the class limitation in the Highlander config.

Addition of France TwiiKuu ‘s plugin to the config.

  • sm_deterministic_fall_damage 1
  • sm_fix_ghost_crossbow_bolts 1
  • sm_fix_slope_bug 1
  • sm_fix_sticky_delay 1
  • sm_remove_halloween_souls 1

22.03.2020

We’re adding the crouching sniper player model bug to the list of of banned exploits.

20.01.2020

Server Configs Changes

We have decided to put on a restriction on the classes directly in the server configs. To install ETF2L configs on your server, upload the .cfg and .txt files to your server’s orangebox/tf/cfg folder. You must execute the appropriate ETF2L config before any league match, by using the “exec [configname]” command.

General Rules Changes

Moved

Old RulesNew Rules
2.1. All players are welcome1.1. All players are welcome
2.2. Only players with correctly entered Steam IDs are eligible1.1.1. Only players with correctly entered Steam IDs are eligible
1.9. Roster locks1.5. Roster locks
3.10. Warnings may lead to point deduction or removal from a competition1.6. Warnings may lead to point deduction or removal from a competition
2.4. Every player has to record Demos2.1. Every player has to record Demos
2.4.1. Penalties for not providing requested demos2.1.1. Penalties for not providing requested demo
4.5. Maps need to be played in the set order3.4. Maps need to be played in the set order
4.6. Deciding sides3.5. Deciding sides

Removed

3.11. Class limits within the gamemode will also count dead players

4. Maps

6.4. Taunt slide bug is forbidden

Modified

1.2. Scheduled matches have to be entered on the League Calendar

3.6. Switching line-ups or hijacking teams is not allowed

We have added an example to be clearer.

3.7. The amount of players with higher experience that can join after the Provisional Tiers are published is limited

We have worded the rule differently to avoid any misunderstanding.

Combined

These are centain rules that have been removed or partially reworked in order to make the rules clearer.

Origin RulesNew Rules
1.2. Scheduled matches have to be entered on the League Calendar
1.3. Separate schedule & match deadline for every match – Default Date for all matches
1.5. Only submitted playdays are used to generate the Default Date
3.3. Scheduled matches can only be postponed by a reschedule agreement
6v6 rules 1.7. Late matches are not allowed
HL rules 1.8. Late matches are not allowed
1.3. Official matches have to be entered on ETF2L
2.5. Abusive chat, nicknames and avatars are not welcome
2.8. You can have your ETF2L name changed up to 4 times
2.9. Players playing in matches casted by an org must use their real nickname
2.2. Nicknames rules

Added

3.13. Weapons and Hats rules

4. Premiership only rules

6.4. Game Modifications

Modifications  that give the player a massive gameplay advantage are strictly forbidden. Players who are caught using banned modifications will be penalized on a case-by-case basis depending on the impact of the modification. Possible penalties may include team warnings, default losses and league bans for the offending player.

Examples of banned modifications:

Sniper Scope Removal

Shadow Boxes

Sound file manipulations that make gameplay situations far easier to detect (e.g. Spy decloak, Medic’s full charge sizzle, footstep sounds)

Removal of map props

Examples of allowed modifications:

Custom HUDs

Custom Hitsounds

Custom Viewmodels and Crosshairs

Removing Ambient Soundscapes

Flat Textures

No Hats

If you are unsure about the legality of a particular modification, please contact an admin to clarify the situation before using it in an official match.

8. Explanations section

6v6 Rules

Removed

1.3. Map pool

1.6. Teams may not add new players from week 7 onward

1.8. Premiership only rules

1.9. Prizes

2.2. Weapons rules

Modified

1.3. No mercs allowed unless your opponent agrees

If a team wants to use a merc, they must contact the opponent before the match starts and ask if the merc is allowed to play and on which class. If the opponent agrees, make sure a log of the agreement is taken and provided in the match comments, together with links to the mercs’ ETF2L profile.

To avoid any confusion: If a player is accepted on a specific class they must play this class and are not allowed to switch to another class unless if the opponent approved beforehand. If no restrictions are proposed the player can play any class. Switching a merc to a different class without permission will result in a punishment.

Added

1.3.2. A team can use up to a maximum of 1 merc in Grand Final matches

2.2. Maps

With a specification where KOTH Scoring has been modified to match Highlander Rules.

When the results of any KOTH map in 6v6 are 3-2 this will count as a Golden Cap win/loss. This change is an effort to divide points fairer as in the current system there is no difference from a 3-2 loss and a 3-0 loss on KOTH maps. Please remember to check the Golden Cap box if your match had a scoreline of 3-2 when submitting results.

Highlander Rules

Removed

1.3. Map schedule

1.4. KOTH scoring

1.7. Teams are not allowed to use new players from week 5 onward

1.9. Premiership only rules

2.2. Weapons rules

Modified

1.5. One mercenary allowed by default in mid and open only and up to 3 mercenaries if the opponent agrees

To use more than one merc, you will need specific approval from the opponent for each merc and each class.

To avoid any confusion: if a player is accepted on a specific class they must play this class and are not allowed to switch to another class unless the opponent approved beforehand. If no restrictions are proposed the player can play any class. Switching a merc to a different class without permission will result in a punishment.

Added

2.2. Maps


26/01/2016

Server Configs Changes

Added tf_dropped_weapon_lifetime 0

Added tf_preround_push_from_damage_enable 1

Added tf_spawn_glows_duration 0


23/01/2016

Server Configs Changes

Set mp_bonusroundtime to 10 (was 0)


25/01/2014

Server Configs Changes

Added mp_highlander 0 to etf2l.cfg


08/11/2013

Server Configs Changes

Added mp_enableroundwaittime 1


04/11/2013

Server Configs Changes

Added tv_relayvoice 0

Added host_framerate 0

Added mp_friendlyfire 0

Added sv_allowupload 0

Changed sv_mincmdrate to 66

Changed sv_minrate to 20000

Changed sv_minupdaterate to 66

Added etf2l_custom.cfg

Renamed config packs


11/09/2013

Server Configs Changes

Removed class limits from 6v6 config


09/09/2013

Server Configs Changes

Updated 6v6 class limits


13/05/2013

Server Configs Changes

Updated config packs


30/04/2013

Server Configs Changes

Added 6v6 KOTH config


21/03/2013

Server Configs Changes

Added mp_maxrounds 2 to Stopwatch configs


28/09/2012

Server Configs Changes

Added tf_avoidteammates_pushaway 0


31/08/2012

Server Configs Changes

Added tf_birthday_ball_chance 0


12/01/2012

Server Configs Changes

Added sv_restrict_aspect_ratio_fov 0; added comments throughout the config file.


02/11/2011

Server Configs Changes

Disallowed using TF2’s server voting system

Allowed a broader range of interpolation ratios (from 0 to 5)

Allowed a broader range of rate values (from 30000 to 100000)

Shortened player timeouts to avoid issues where players can’t rejoin

Smaller cap on future ticks a player is allowed to send prematurely


24/10/2011

Server Configs Changes

Fixed bug with mp_maxrounds not being reset after entering payload.


19/10/2011

Server Configs Changes

Removed trailing tabs and spaces; Shortened and clarified printed text; Changed version date to DDMMYY.
Removed some tv_* settings that are more appropriate for the server owner to decide; Removed host_framerate so it’s up to the server owner to set; Changed sv_client_max_interp_ratio to 3 so players are free to use broader client-side settings; changed sv_allow_color_correction so users are free to use client-side colour correction. Changed sv_client_cmdrate_difference to comply with actually attainable values
Removed mp_teamplay, mp_autocrosshair, mp_falldamage, mp_time_between_capscoring, mp_weaponstay, mp_enableroundwaittime due to having little to no effect on competitive tf2; Removed mp_idlemaxtime, mp_chattime, mp_autoteambalance, mp_stalemate_timelimit and decalfrequency due to redundancy with other commands.


01/03/2011

Server Configs Changes

Added tf_flag_caps_per_round 5; Added whitelists


24/10/2009

Server Configs Changes

Added stopwatch config, mp_highlander set to 0

Added tf_teamtalk 1, tf_use_fixed_weaponspreads 1


22/09/2009

Server Configs Changes

Added note about mp_windifference 0 on CTF maps


17/09/2009

Server Configs Changes

Added: mp_windifference 5


Other changes are archived.